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Robison, Elizabeth Sharon – ProQuest LLC, 2012
Nursing education is experiencing a transition in how students are exposed to clinical situations. Technology, specifically human patient computer simulation, is replacing human exposure in clinical education (Nehring, 2010b). Kaakinen and Arwood (2009) discuss the need to apply learning theories to instructional designs involving simulation for…
Descriptors: Cognitive Style, Computer Simulation, Experiential Learning, Correlation
Sa Silva, Pedro; Trigo, Antonio; Varajao, Joao – International Journal of Distance Education Technologies, 2012
The increasing focus of government institutions, such as the Tax Administration or Social Security, e-government has introduced a new paradigm that is the obligation of fulfilling obligations to these institutions through online channels. In the case of tax compliance by businesses, there is another requirement, only authorized persons, such as…
Descriptors: Accounting, Learning Processes, Simulation, Teaching Methods
Silvennoinen, Minna; Helfenstein, Sacha; Ruoranen, Minna; Saariluoma, Pertti – Instructional Science: An International Journal of the Learning Sciences, 2012
Computer-based surgical training simulators are instrumental in skill-based training and performance measurement. However, to date, the educational employment of these tools lacks empirically founded insights and effective practical guidelines. This study examined surgical residents during computer-based simulator training of basic laparoscopic…
Descriptors: Video Technology, Feedback (Response), Computer Simulation, Surgery
Barak, Moshe – European Journal of Engineering Education, 2012
Project-based learning is undoubtedly one of the best instructional methods for developing students' broad learning capabilities, beyond teaching specific subject matter. However, experienced engineering teachers often tend to concentrate on merely teaching pupils the technical side of project work. This paper describes a programme aimed at…
Descriptors: Student Projects, Active Learning, Teaching Methods, Metacognition
Bacivarov, Ioan C.; Ilian, Virgil L. M. – International Journal of Technology and Design Education, 2012
This paper discusses a comparative study of the effects of using a humanoid robot for introducing students to personal robotics. Even if a humanoid robot is one of the more complicated types of robots, comprehension was not an issue. The study highlighted the importance of using real hardware for teaching such complex subjects as opposed to…
Descriptors: Foreign Countries, Computer Science Education, Robotics, Computer Simulation
Kruk, Mariusz – Teaching English with Technology, 2014
Online virtual worlds are becoming important tools in foreign/second language instruction in view of the fact that they enhance learner motivation, promote autonomy and social presence in a 3D environment. Virtual worlds are a type of reality in which students can meet and communicate with other learners in the target language using text, voice or…
Descriptors: Internet, Information Sources, Web Based Instruction, Second Language Instruction
Smetana, Lara K.; Bell, Randy L. – Journal of Science Education and Technology, 2014
Studies considering whole-class use of computer simulations are limited, despite the increasing interest in this mode of use. The current study explored how a collection of computer simulations was integrated into both whole-class and small-group instructional settings during a high school chemistry unit on atomic structure. Participants included…
Descriptors: Computer Simulation, Teaching Methods, Large Group Instruction, Small Group Instruction
Noemí, Peña-Miguel; Máximo, Sedano Hoyuelos – Universal Journal of Educational Research, 2014
The introduction of new technologies in society has created a need for interactive contents that can make the most of the potential that technological advances offer. Serious games as educational games are such content: they can be defined as video games or interactive applications whose main purpose is to provide not only entertainment but also…
Descriptors: Educational Technology, Educational Games, Video Games, Teaching Methods
Lan, Yu-Ju – Language Learning & Technology, 2014
The aim of this study was to determine the effectiveness of Second Life (SL) for improving the oral output of overseas Chinese students learning Mandarin Chinese (hereafter referred to as Mandarin). More than 1000 overseas Chinese students attend a university in northern Taiwan every year to learn Mandarin as a heritage language after graduating…
Descriptors: Mandarin Chinese, Oral Language, Instructional Effectiveness, Foreign Countries
Mohanty, Soumya D.; Cantu, Sergio – Physics Education, 2011
Commercial video games are increasingly using sophisticated physics simulations to create a more immersive experience for players. This also makes them a powerful tool for engaging students in learning physics. We provide some examples to show how commercial off-the-shelf games can be used to teach specific topics in introductory undergraduate…
Descriptors: Video Games, Physics, College Science, Undergraduate Study
Mhlongo, Motlalepula Rebecca; Kriek, Jeanne; Basson, Ilsa – Multicultural Education & Technology Journal, 2011
Purpose: Practical work is regarded as an essential part of learning; hence most tertiary institutions have included a practical component in their physics courses. There is a concern about the effectiveness of the practical work in most universities. The purpose of this study is to assess the contributions of simulations on 20 Foundation Physics…
Descriptors: Physics, Science Process Skills, Foreign Countries, Science Instruction
Wilson, Jason; Lawman, Joshua; Murphy, Rachael; Nelson, Marissa – Journal of Statistics Education, 2011
This article describes a probability project used in an upper division, one-semester probability course with third-semester calculus and linear algebra prerequisites. The student learning outcome focused on developing the skills necessary for approaching project-sized math/stat application problems. These skills include appropriately defining…
Descriptors: Prerequisites, Probability, Calculus, Algebra
Harley, Jason M.; Poitras, Eric G.; Jarrell, Amanda; Duffy, Melissa C.; Lajoie, Susanne P. – Educational Technology Research and Development, 2016
Research on the effectiveness of augmented reality (AR) on learning exists, but there is a paucity of empirical work that explores the role that positive emotions play in supporting learning in such settings. To address this gap, this study compared undergraduate students' emotions and learning outcomes during a guided historical tour using mobile…
Descriptors: Comparative Analysis, Computer Simulation, Electronic Learning, Outcomes of Education
Chow, Meyrick – Australasian Journal of Educational Technology, 2016
There is a growing body of evidence that feeling present in virtual environments contributes to effective learning. Presence is a psychological state of the user; hence, it is generally agreed that individual differences in user characteristics can lead to different experiences of presence. Despite the fact that user characteristics can play a…
Descriptors: Structural Equation Models, Self Efficacy, Technology Uses in Education, Educational Technology
Güroglu, Berna; Will, Geert-Jan; Klapwijk, Eduard T. – International Journal of Developmental Science, 2013
The current study presents a novel experimental design to examine how "real-life" peer relationships modulate altruistic punishment of bullies and compensation of victims after "observed" ostracism. Twenty-four participants (age 20) were invited to an experimental session in groups of three classmates and two unfamiliar peers,…
Descriptors: Altruism, Bullying, Computer Games, Computer Simulation

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